This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
Reported by PR #8466 submitted by LindyHopperGT.
#rb Johan.Torp
#rnx
#preflight 6282642ec57a894cf680ecac
[CL 20225262 by Matt Peters in ue5-main branch]
Add iostore chunk hashes to the asset registry during cook.
Remove old hashing code, which was extensive. This moves the async writes in to UE::Task from the old AsyncWorkSequence().
#rb Matt.Peters
#rb Jeff.Roberts
#preflight 624b24a5f73c316f68303946
[CL 19611812 by Dan Thompson in ue5-main branch]
Make the cooked AssetRegistry.bin deterministic.
#rb Johan.Torp
#rnx
#preflight 6228b03acc09078bab52ecbb
[CL 19319417 by Matt Peters in ue5-main branch]
Fix crash in AssetRegistryState due to storing pointer/reference to a TMap element while adding elements.
Fix submitted by Rosen Baklov.
#rb Zousar.Shaker
#rnx
#preflight 61fd93d4e65336d145524bf1
[CL 18873298 by Matt Peters in ue5-main branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
V561: It's probably better to assign value to <VariableName> variable than to declare it anew.
#rb None, trivial
#rnx
[CL 16158174 by Matt Peters in ue5-main branch]
Add IAssetRegistry::GetPackagesByName to find packages by short package name; this replaces FPackageName::SearchForPackageOnDisk, which was slower and does not work with iostore.
#rb Johan.Torp
#rnx
[CL 15875060 by Matt Peters in ue5-main branch]
- Asset registry filtering is now in outtake instead of intake, to cover all cases: gathered packages, loaded assets and assets from cooked registry (AssetRegistryState)
- Move PKG_ContainsNoAsset filtering from CB to asset registry
#rb Matt.Peters
#jira none
[CL 15719622 by Dave Belanger in ue5-main branch]
Fix ProcessLoadedAssetsToUpdateCache to correctly create the FAssetData for BlueprintGeneratedClass assets. Add more errors when adding/editing assets to identify bad adds at the point of addition rather than catching the NumAssets == 0 ensure in Reset.
#rb Dave.Belanger
#rnx
#ushell-cherrypick of 15639377 by Matt.Peters
[CL 15640243 by Matt Peters in ue5-main branch]